a kei car, a ute, a rotary sports car, and EVEN BETTER, A PLASTIC BUMPER?????? NANI?!?! lol jk man looks great
I think I might need some tips with modeling the body. Anyone got any? I have never done this before.
Really love this update! The MG TD uses rotation dampers in the mounts of the upper wishbones. I could not simulate that before this update. I suggested this a while ago to one of the devs and now they added a simular feature with the torsionbeams. So I added those dampers and they really work well . Thanks for adding realism I also used the new hydro function of these torsionbeams/hydros to work on the softtop again: (no cheating) The front is operated by normal hydros, the two hoops by the new ones.
Second post of today: Something I was working on just before the update dropped: A proper train wheel system. It does NOT use the normal wheel system but it's made from scratch. It has two circles of nodes to maintain contact with the track and one flange. The distance between the flanges is 1.34m and the distance between the inner track nodes is 1.44m so it's compatible with most modded tracks. The outer nodes are even wider but are mostly there for stability (incase the track gets a bit wider etc) One "wheel" is made of 60 nodes, one axle of 120 nodes. My thruster powered cart seems to work well but I haven't used it for heavy-duty applications yet. You will probably have to use rotators to power it but that is no problem. Also, I have a lot of projects at the moment, many of them are just proof of concepts and jokes, I will upload a few of them(unfinished) in the near future.
If I can make it work under all reasonable conditions, I will release this as a pack with axles and maybe even bogies. The goal is to create a reliable axle that works for most applications. It is easy to scale it so bigger axles will be possible as well. It is also easy to make more axles with this system. So you might not be able to use this testingframe but you will probably be able to use these axles.
After one really small tweak to the vehicleselect.js file I managed to get modded busses to work with bus lines... Now the question is, was it really that hard to remove half of a line of code which checks for if the bus is official or not? A person with no java scripting knowledge managed to do that in about 1 hour (along with breaking the game in the process a few times).
Well now I got it to be "RWD", but it's still FWD too, so that needs to be fixed I'm surprised that it even works but I'm still not sure on what to do with the front (If anyone knows what to do, send a PM!). This mods a long way from having a full release but I'm pretty happy with the result for now.
In my opinion you need to half the length of the front overhang, looks a bit too long in that region for a compact sedan of its era.
i love it when beamng randomly decides to do this and auto-fullscreen when i want to generate thumbnails so they all come out at like 300 pixels